systems, methods, and computer readable media to improve the operation of graphics systems are described. In general, collision avoidance techniques are disclosed that operate even when the agent lacks a priori knowledge of its environment and is, further, agnostic as to whether the environment is two-dimensional (2D) or three-dimensional (3D), whether the obstacles are convex or concave, or whether the obstacles are moving or stationary. More particularly, techniques disclosed herein use simple geometry to identify which edges of which obstacles an agent is most likely to collide. With this known, the direction of an avoidance force is also known. The magnitude of the force may be fixed, based on the agent's maximum acceleration, and modulated by weighting agents.
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15. A non-transitory program storage device comprising instructions stored thereon to cause one or more processors to:
access an environment stored in memory;
identify a current position of an agent in the environment;
determine a motion vector corresponding to the agent's current position;
identify a first obstacle in the environment, the first obstacle having a plurality of edges;
determine a first plurality of edge vectors, each edge vector corresponding to an edge of the first obstacle and extending between a closest point of a corresponding edge and the motion vector, wherein each of the first plurality of edge vectors is orthogonal to its corresponding edge at the corresponding edge's closest point;
select, from the first plurality of edge vectors, a first edge vector that intersects the motion vector closest to the agent's current position and whose corresponding closest point is within a bounding radius of the agent;
determine a first force based on the first edge vector and the motion vector; and
apply the first force to the agent.
1. A collision avoidance method, comprising:
identifying a current position of an agent in an environment, the environment stored in a memory and displayed on a display unit;
determining a motion vector corresponding to the agent's current displayed position;
identifying a first obstacle in the environment, the first obstacle having a plurality of edges;
determining a first plurality of edge vectors, each edge vector corresponding to an edge of the first obstacle and extending between a closest point of a corresponding edge and the motion vector, wherein each of the first plurality of edge vectors is orthogonal to its corresponding edge at the corresponding edge's closest point;
selecting, from the first plurality of edge vectors, a first edge vector that intersects the motion vector closest to the agent's current displayed position and whose corresponding closest point is within a bounding radius of the agent;
determining a first force based on the first edge vector and the motion vector;
applying the first force to the agent to change the motion vector corresponding to the agent's current displayed position; and
updating, on the display unit, the displayed environment in response to the applied first force.
8. A computer system, comprising:
a memory;
a display unit coupled to the memory; and
one or more processors coupled to the memory and the display unit and configured to execute program code stored in the memory to cause the one or more processors to—
access an environment stored in the memory,
identify a current position of an agent in the environment,
determine a motion vector corresponding to the agent's current position,
identify a first obstacle in the environment, the first obstacle having a plurality of edges,
determine a first plurality of edge vectors, each edge vector corresponding to an edge of the first obstacle and extending between a closest point of a corresponding edge and the motion vector, wherein each of the first plurality of edge vectors is orthogonal to its corresponding edge at the corresponding edge's closest point,
select, from the first plurality of edge vectors, a first edge vector that intersects the motion vector closest to the agent's current position and whose corresponding closest point is within a bounding radius of the agent,
determine a first force based on the first edge vector and the motion vector,
apply the first force to the agent, and
display a result of the first force on the agent on the display unit.
2. The method of
3. The method of
5. The method of
identifying a second obstacle in the environment, the second obstacle having a plurality of edges;
determining a second plurality of edge vectors, each edge vector corresponding to an edge of the second obstacle and extending between a closest point of a corresponding edge and the motion vector, wherein each of the second plurality of edge vectors is orthogonal to its corresponding edge at the corresponding edge's closest point;
selecting a second edge vector, from the second plurality of edge vectors, that intersects the motion vector closest to the agent's current displayed position and whose corresponding closest point is within a bounding radius of the agent; and
determining a second force based on the second edge vector and the motion vector.
6. The method of
determining a second force based on the second edge vector and the motion vector; and
combining the first and second forces to generate an aggregate force.
7. The method of
applying the first force comprises applying the aggregate force to the agent to change the motion vector corresponding to the agent's current displayed position; and
the updating comprises updating, on the display unit, the displayed environment in response to the applied aggregate force.
9. The computer system of
10. The computer system of
11. The computer system of
12. The computer system of
identify a second obstacle in the environment, the second obstacle having a plurality of edges;
determine a second plurality of edge vectors, each edge vector corresponding to an edge of the second obstacle and extending between a closest point of a corresponding edge and the motion vector, wherein each of the second plurality of edge vectors is orthogonal to its corresponding edge at the corresponding edge's closest point;
select, from the second plurality of edge vectors, a second edge vector that intersects the motion vector closest to the agent's current position and whose corresponding closest point is within a bounding radius of the agent; and
determine a second force based on the second edge vector and the motion vector.
13. The computer system of
determine a second force based on the second edge vector and the motion vector; and
combine the first and second forces to generate an aggregate force.
14. The computer system of
apply the aggregate force to the agent; and
display, on the display unit, a result of applying the aggregate force to the agent.
16. The non-transitory program storage device of
17. The non-transitory program storage device of
18. The non-transitory program storage device of
19. The non-transitory program storage device of
identify a second obstacle in the environment, the second obstacle having a plurality of edges;
determine a second plurality of edge vectors, each edge vector corresponding to an edge of the second obstacle and extending between a closest point of a corresponding edge and the motion vector, wherein each of the second plurality of edge vectors is orthogonal to its corresponding edge at the corresponding edge's closest point;
select, from the second plurality of edge vectors, a second edge vector that intersects the motion vector closest to the agent's current position and whose corresponding closest point is within a bounding radius of the agent; and
determine a second force based on the second edge vector and the motion vector.
20. The non-transitory program storage device of
determine a second force based on the second edge vector and the motion vector; and
combine the first and second forces to generate an aggregate force.
21. The non-transitory program storage device of
apply the aggregate force to the agent; and
display, on a display unit, a result of applying the aggregate force to the agent.
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This disclosure relates generally to the field of computer graphics. More particularly, but not by way of limitation, it relates to a technique for allowing an agent to navigate through an environment without colliding with obstacles therein.
Simulations of multiple agents sharing a common workspace or environment have gained increasing attention for purposes such as crowd simulation, navigating a team of mobile robots, video games, studying natural flocking behavior, traffic engineering, and emergency training simulations. The basic idea behind collision avoidance is to generate a steering force to dodge obstacles every time one is close enough to block the passage. Steering behaviors help autonomous agents move in a realistic manner, by using simple forces that are combined to produce improvisational navigation around the agent's environment.
In one embodiment the disclosed concepts provide a method for an agent to avoid collisions with obstacles in an environment. The method includes identifying a current position of an agent in an environment; determining a motion vector corresponding to the agent's current position; identifying a first obstacle in the environment, the first obstacle having a plurality of edges; determining a first plurality of edge vectors, each edge vector corresponding to an edge of the first obstacle and extending between a closest point of a corresponding edge and the motion vector, wherein each of the first plurality of edge vectors is orthogonal to its corresponding edge at the corresponding edge's closest point; selecting, from the first plurality of edge vectors, a first edge vector that intersects the motion vector closest to the agent's current position and whose corresponding closest point is within a bounding radius of the agent; determining a first force based on the first edge vector and the motion vector; and applying the first force to the agent. The disclosed method is applicable even when the agent lacks a priori knowledge of its environment, is agnostic as to whether the environment is two-dimensional (2D) or three-dimensional (3D), whether the obstacles are convex or concave, or whether the obstacles are moving or stationary. A computer executable program to implement the method may be stored in any media that is readable and executable by a computer system.
This disclosure pertains to systems, methods, and computer readable media to improve the operation of graphics systems. In general, collision avoidance techniques are disclosed that operate even when the agent lacks a priori knowledge of its environment and is, further, agnostic as to whether the environment is two-dimensional (2D) or three-dimensional (3D), whether the obstacles are convex or concave, or whether the obstacles are moving or stationary. More particularly, techniques disclosed herein use simple geometry to identify which edges of which obstacles an agent is most likely to collide. With this known, the direction of an avoidance force is also known. The magnitude of the force may be fixed, based on the agent's maximum acceleration, and modulated by weighting agents.
In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of the disclosed concepts. As part of this description, some of this disclosure's drawings represent structures and devices in block diagram form in order to avoid obscuring the novel aspects of the disclosed concepts. In the interest of clarity, not all features of an actual implementation are described. Moreover, the language used in this disclosure has been principally selected for readability and instructional purposes, and may not have been selected to delineate or circumscribe the inventive subject matter, resort to the claims being necessary to determine such inventive subject matter. Reference in this disclosure to “one embodiment” or to “an embodiment” means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment of the disclosed subject matter, and multiple references to “one embodiment” or “an embodiment” should not be understood as necessarily all referring to the same embodiment.
It will be appreciated that in the development of any actual implementation (as in any software and/or hardware development project), numerous decisions must be made to achieve the developers' specific goals (e.g., compliance with system- and business-related constraints), and that these goals may vary from one implementation to another. It will also be appreciated that such development efforts might be complex and time-consuming, but would nevertheless be a routine undertaking for those of ordinary skill in the design and implementation of graphics processing systems having the benefit of this disclosure.
Referring to
Referring to
Look-ahead time 215 specifies an agent's ability to look forward in time in its environment. By way of example and referring to
Field of view refers to or specifies the contour of an agent's visual region. By way of example and referring to
In the following a collision avoidance operation in accordance with one embodiment will be described in terms of the flowcharts provided in
Referring now to
If there is at least one edge vector that is less/shorter than the agent's bounding radius or whose corresponding closest points lie within the agent's field of view (the “NO” prong of block 535), operation 500 continues at
FAVOID=maaaωOBSTACLE, EQ. 3.
where FAVOID represents the force needed to avoid the obstacle, ma represents the agent's mass, aa represents the agent's acceleration, and ωOBSTACLE represents the obstacle's avoidance priority. In one embodiment, the agent's acceleration may be taken as the agent's maximum acceleration (see
If there are additional obstacles to evaluate (the “YES” prong of block 560, a next obstacle may be selected (block 565), where after the avoidance force for the next obstacle may be determined: see
It is noted again that collision avoidance operations in accordance with this disclosure are applicable to 2D and 3D environments, are indifferent to whether the obstacles are convex or concave, and are agnostic as to whether the obstacles are moving or stationary. Even with these advantages, it should be noted that boundary conditions may need to be checked. For example, if the agent starts inside an obstacle, the approach described herein does not generally work. Accordingly, a boundary check may need to be put in place should it be possible for the agent to enter an obstacle. In some embodiments an agent's look-ahead time and field of view may be used to simulate agent intelligence (or un-intelligence). In still other embodiments conical fields of view need not be oriented straight down a agent's current motion vector (such as that illustrated in
Referring to
Referring to
Processor 805, display 810, user interface 815, graphics hardware 820, device sensors 825, communications circuitry 845, memory 860 and storage 865 may be of the same or similar type and serve the same function as the similarly named component described above with respect to
It is to be understood that the above description is intended to be illustrative, and not restrictive. The material has been presented to enable any person skilled in the art to make and use the disclosed subject matter as claimed and is provided in the context of particular embodiments, variations of which will be readily apparent to those skilled in the art (e.g., some of the disclosed embodiments may be used in combination with each other). For example,
Wang, Norman N., Sommer, Bruno M., Oriol, Timothy R., Gasselin de Richebourg, Jacques P.
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